Patch – Live changes for week ending 3/31/2012

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== Servers

Lots of freken stuff, I forget what.

Total replacement of Transport – Cargo – Route – Route item save code.  There was a nasty item dupe bug, or item loss bug.  When one transport that you owned changed the qty of any ‘item’ say ‘enlisted’, all transports universe wide that had > 1 enlisted would change.  Therefore if you unloaded 50 engines somewhere, they would all goto 0.  Only in the database.  The actual running servers memory would be correct.  However!  If we had a hard crash, it would use the bogus SQL information.

Pirate GTC markets fixed.  They are suposed to spawn one virtual TradePost per solar system.  All items on the planet are traded there too.  A really old bug caused each new market order to fire up a new tradepost, therefore creating hundreds of duplicate piles.  I was able to rollup all the markets into one per environment, and rollup the pile quantities.

 

A HUGE performance boost was done on Primary.  It seemed every cycle, players ‘Title – rank’ was tested.  The code was actually written to update then any planets they owned or not, even if said ownership did not change.  This meant pretty much every cycle every planet had to save.  Just the planet record, but even still this easily became a SQL bottleneck.  80% of the ‘per cycle queue’ was planets saving.  With this fixed primary is way faster.  I was able to outline a few other ‘queued saves’ that I can rollup into a single bulk update using my new downtime save code (untested).

 

== Client

Colonial Mgmt progress bars were mistakenly bugged to 100%

Universal Assets is online.  Goto the Command Management list, () Facilities () Units () Universal.  It will only refresh live data from the server once per hour, caching it on your local disk.

Guild Member list now shows the time joined, last online correcty.

The (!) tutorial tips that show up now keep tabs of what ones you’ve seen based upon your login, not ‘who you are possibly aliased too’.

 

== Chat Client

You can now click on hyperlinks.

Clicking on a players name in the chat will initiate a /pm

Hitting the escape key while in the (new chat msg) line, from other means or the auto pm, will abort and clear it out.

If you scroll down, the window will preserve your scroll-to position between refreshes.  This is to help reading older chat.  If you scroll back to zero the form will continue to auto scroll-to-top like before.

 

In the works for the next downtime

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(These changes will take effect next server downtime)

 

When you are attacked ………….

Removed the ‘Raise Full Invulnerability’ from the external emails as its nolonger supported.

The ‘Attack with half’ ‘Attack with full’ or ‘Attack with (battlegroup)’ will now work.  Apparently it never worked since day 1 of BP.

 

When your mines are outbid……….

Added a response email when you reply to ‘out bid’ notifications telling you where – when – how much it bid.

 

When relations are changed………

Added a better response email to changing relations.

Changing relations now tells you can ‘Match Relations’.  It was apparently always coded, but not put in the list of possible choices.

 

When you produce and are out of resources ………………

When you reply to build a component, it should now work.  The code was set to always queue just a resource, not a part.

Alloys also should queue fine.

The ‘Gather’ response has been disabled.  The server code was written for BP Alpha back when you would actually have cargo trucks hauling minerls, it was set to just send all trucks available to that mine.  At some point will will re-code this to find an appropriate mine, and bid on it.

 

 

Patch changes for 2012-03-11

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(released)
current tax income from colonies was linear 2mil pop to 10mil pop (and more)
100k pop colonies had a bonus to tax income to help noobs
the 100k pop bonus income now disappears after 2 weeks of account age
the bonus was to help noobs, not let vets milk risk free colonies

/time added to show server time

added colony intel to effect cargo power req
higher int will be more biased to roll lower end of the range

guild taxes: revenue and cashflow, now consider time interval

direct trades no longer take 4 times the time compared to open market

(testing)
agent missions added and in final testing phase
rob player treasury
rob guild treasury
get faction list

added “Filter Default” checkbox on build and research window
this will hide default designs
also greyed out archive button for default designs to not confuse noobs

adding new save code to make downtime last 10 minutes not 1 hr
added fix for crashes causing tech times reset
added fix for crashes sending units back to their last dock

(discussions)
lowering all cp techs to 1/2, making max cp be 500
max fp would still be 200
goal idea is to lower chinese warfare and more encourage stronger units

Patch changes for 2012-02-26

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new changes

resizing window now saves to file
cleaned up some issues with graphics resets

debris now shows in space, even tumbles!
yes the debris is mineable (lootable)

Terran planets (pretty green planets) +5 morale

 

Patch changes for 2012-02-22

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We released a new bpClient.exe

  • - Windowed mode now supports resizing the window size.
  • - Alt-Enter will do like you expect.
  • - Hid the Safehouse selection on missions to limit new player confusion.
  • - Server upgrades, SQL, Visual Studio Team server finally setup, etc…
  • - GTC Pirates now collect dropped minerals and parts once again.

Upcoming changes..

  • - Agents will gain and loose skills as they complete missions.
  • - The GTC pirates will learn how to stack parts.
  • - Currently Space Debris is not visible, This will be replaced with Planetfall to the nearest planet.
  • - – Once Transporters are written ( future tech ), if debris falls to your planet, it will automatically add to your colony cargo ( if you have room )
  • - – - There will be a random roll if there are more then one player with this tech.